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/cvs/deliantra/server/server/player.C
Revision: 1.93
Committed: Mon Jan 8 14:11:05 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.92: +27 -14 lines
Log Message:
quick and dirty emergency fix

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 playervec players;
38
39 void
40 display_motd (const object *op)
41 {
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66 }
67
68 void
69 send_rules (const object *op)
70 {
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101 }
102
103 void
104 send_news (const object *op)
105 {
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151 }
152
153 /* This loads the first map an puts the player on it. */
154 static void
155 set_first_map (object *op)
156 {
157 op->contr->maplevel = first_map_path;
158 op->x = -1;
159 op->y = -1;
160 }
161
162 void
163 player::enter_map ()
164 {
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173 }
174
175 void
176 player::activate ()
177 {
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188 }
189
190 void
191 player::deactivate ()
192 {
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206 }
207
208 // connect the player with a specific client
209 // also changed, rationalises, and fixes some incorrect settings
210 void
211 player::connect (client *ns)
212 {
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221 //TODO: must move into client
222 /* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227 for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230 for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233 last_weapon_sp = -1;
234 last_level = -1;
235 last_stats.exp = -1;
236 last_weight = (uint32) - 1;
237 last_flags = 0;
238 last_weight = 0;
239 last_weight_limit = 0;
240 last_path_attuned = 0;
241 last_path_repelled = 0;
242 last_path_denied = 0;
243 last_speed = 0;
244 run_on = 0;
245 fire_on = 0;
246 memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308 }
309
310 void
311 player::disconnect ()
312 {
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325 }
326
327 // the need for this function can be explained
328 // by load_object not returning the object
329 void
330 player::set_object (object *op)
331 {
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342 }
343
344 player::player ()
345 {
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal;
359 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */
364 do_los = 1;
365 }
366
367 void
368 player::do_destroy ()
369 {
370 disconnect ();
371
372 attachable::do_destroy ();
373
374 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy ();
378 }
379 }
380
381 player::~player ()
382 {
383 /* Clear item stack */
384 free (stack_items);
385 }
386
387 /* Tries to add player on the connection passed in ns.
388 * All we can really get in this is some settings like host and display
389 * mode.
390 */
391 player *
392 player::create ()
393 {
394 player *pl = new player;
395
396 pl->set_object (arch_to_object (get_player_archetype (0)));
397 set_first_map (pl->ob);
398
399 return pl;
400 }
401
402 /*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407 archetype *
408 get_player_archetype (archetype *at)
409 {
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428 }
429
430 object *
431 get_nearest_player (object *mon)
432 {
433 object *op = NULL;
434 objectlink *ol;
435 unsigned lastdist;
436 rv_vector rv;
437
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue;
469
470 if (lastdist > rv.distance)
471 {
472 op = ol->ob;
473 lastdist = rv.distance;
474 }
475 }
476
477 for_all_players (pl)
478 if (can_detect_enemy (mon, pl->ob, &rv))
479 if (lastdist > rv.distance)
480 {
481 op = pl->ob;
482 lastdist = rv.distance;
483 }
484
485 #if 0
486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
487 #endif
488 return op;
489 }
490
491 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
492 * result in a monster paths backtracking. It basically determines how large a
493 * detour a monster will take from the direction path when looking
494 * for a path to the player. The values are in the amount of direction
495 * the deviation is
496 */
497 #define DETOUR_AMOUNT 2
498
499 /* This is used to prevent infinite loops. Consider a case where the
500 * player is in a chamber (with gate closed), and monsters are outside.
501 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
502 * find a path into the chamber. This is a good thing, but since there
503 * is no real path, it will just keep circling the chamber for
504 * ever (this could be a nice effect for monsters, but not for the function
505 * to get stuck in. I think for the monsters, if max is reached and
506 * we return the first direction the creature could move would result in the
507 * circling behaviour. Unfortunately, this function is also used to determined
508 * if the creature should cast a spell, so returning a direction in that case
509 * is probably not a good thing.
510 */
511 #define MAX_SPACES 50
512
513 /*
514 * Returns the direction to the player, if valid. Returns 0 otherwise.
515 * modified to verify there is a path to the player. Does this by stepping towards
516 * player and if path is blocked then see if blockage is close enough to player that
517 * direction to player is changed (ie zig or zag). Continue zig zag until either
518 * reach player or path is blocked. Thus, will only return true if there is a free
519 * path to player. Though path may not be a straight line. Note that it will find
520 * player hiding along a corridor at right angles to the corridor with the monster.
521 *
522 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
523 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
524 * down corriders.
525 * 2) I think the old code was broken if the first direction the monster
526 * should move was blocked - the code would store the first direction without
527 * verifying that the player can actually move in that direction. The new
528 * code does not store anything in firstdir until we have verified that the
529 * monster can in fact move one space in that direction.
530 * 3) I'm not sure how good this code will be for moving multipart monsters,
531 * since only simple checks to blocked are being called, which could mean the monster
532 * is blocking itself.
533 */
534 int
535 path_to_player (object *mon, object *pl, unsigned mindiff)
536 {
537 rv_vector rv;
538 sint16 x, y;
539 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
540 maptile *m, *lastmap;
541
542 get_rangevector (mon, pl, &rv, 0);
543
544 if (rv.distance < mindiff)
545 return 0;
546
547 x = mon->x;
548 y = mon->y;
549 m = mon->map;
550 dir = rv.direction;
551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
553 /* If we can't solve it within the search distance, return now. */
554 if (diff > max)
555 return 0;
556 while (diff > 1 && max > 0)
557 {
558 lastx = x;
559 lasty = y;
560 lastmap = m;
561 x = lastx + freearr_x[dir];
562 y = lasty + freearr_y[dir];
563
564 mflags = get_map_flags (m, &m, x, y, &x, &y);
565 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
566
567 /* Space is blocked - try changing direction a little */
568 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
569 && (m == mon->map && blocked_link (mon, m, x, y))))
570 {
571 /* recalculate direction from last good location. Possible
572 * we were not traversing ideal location before.
573 */
574 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
575 if (rv.direction != dir)
576 {
577 /* OK - says direction should be different - lets reset the
578 * the values so it will try again.
579 */
580 x = lastx;
581 y = lasty;
582 m = lastmap;
583 dir = firstdir = rv.direction;
584 }
585 else
586 {
587 /* direct path is blocked - try taking a side step to
588 * either the left or right.
589 * Note increase the values in the loop below to be
590 * more than -1/1 respectively will mean the monster takes
591 * bigger detour. Have to be careful about these values getting
592 * too big (3 or maybe 4 or higher) as the monster may just try
593 * stepping back and forth
594 */
595 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
596 {
597 if (i == 0)
598 continue; /* already did this, so skip it */
599 /* Use lastdir here - otherwise,
600 * since the direction that the creature should move in
601 * may change, you could get infinite loops.
602 * ie, player is northwest, but monster can only
603 * move west, so it does that. It goes some distance,
604 * gets blocked, finds that it should move north,
605 * can't do that, but now finds it can move east, and
606 * gets back to its original point. lastdir contains
607 * the last direction the creature has successfully
608 * moved.
609 */
610
611 x = lastx + freearr_x[absdir (lastdir + i)];
612 y = lasty + freearr_y[absdir (lastdir + i)];
613 m = lastmap;
614 mflags = get_map_flags (m, &m, x, y, &x, &y);
615 if (mflags & P_OUT_OF_MAP)
616 continue;
617 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
618 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
619 continue;
620 if (mflags & P_BLOCKSVIEW)
621 continue;
622
623 if (m == mon->map && blocked_link (mon, m, x, y))
624 break;
625 }
626 /* go through entire loop without finding a valid
627 * sidestep to take - thus, no valid path.
628 */
629 if (i == (DETOUR_AMOUNT + 1))
630 return 0;
631 diff--;
632 lastdir = dir;
633 max--;
634 if (!firstdir)
635 firstdir = dir + i;
636 } /* else check alternate directions */
637 } /* if blocked */
638 else
639 {
640 /* we moved towards creature, so diff is less */
641 diff--;
642 max--;
643 lastdir = dir;
644 if (!firstdir)
645 firstdir = dir;
646 }
647 if (diff <= 1)
648 {
649 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance.
651 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
653 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
654 }
655 if (diff > max)
656 return 0;
657 }
658 /* If we reached the max, didn't find a direction in time */
659 if (!max)
660 return 0;
661
662 return firstdir;
663 }
664
665 void
666 give_initial_items (object *pl, treasurelist * items)
667 {
668 object *op, *next = NULL;
669
670 if (pl->randomitems != NULL)
671 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
672
673 for (op = pl->inv; op; op = next)
674 {
675 next = op->below;
676
677 /* Forces get applied per default, unless they have the
678 * flag "neutral" set. Sorry but I can't think of a better way
679 */
680 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
681 SET_FLAG (op, FLAG_APPLIED);
682
683 /* we never give weapons/armour if these cannot be used
684 * by this player due to race restrictions
685 */
686 if (pl->type == PLAYER)
687 {
688 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
689 (op->type == ARMOUR || op->type == BOOTS ||
690 op->type == CLOAK || op->type == HELMET ||
691 op->type == SHIELD || op->type == GLOVES ||
692 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
693 {
694 op->destroy ();
695 continue;
696 }
697 }
698
699 /* This really needs to be better - we should really give
700 * a substitute spellbook. The problem is that we don't really
701 * have a good idea what to replace it with (need something like
702 * a first level treasurelist for each skill.)
703 * remove duplicate skills also
704 */
705 if (op->type == SPELLBOOK || op->type == SKILL)
706 {
707 object *tmp;
708
709 for (tmp = op->below; tmp; tmp = tmp->below)
710 if (tmp->type == op->type && tmp->name == op->name)
711 break;
712
713 if (tmp)
714 {
715 op->destroy ();
716 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
717 continue;
718 }
719
720 if (op->nrof > 1)
721 op->nrof = 1;
722 }
723
724 if (op->type == SPELLBOOK && op->inv)
725 {
726 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
727 }
728
729 /* Give starting characters identified, uncursed, and undamned
730 * items. Just don't identify gold or silver, or it won't be
731 * merged properly.
732 */
733 if (need_identify (op))
734 {
735 SET_FLAG (op, FLAG_IDENTIFIED);
736 CLEAR_FLAG (op, FLAG_CURSED);
737 CLEAR_FLAG (op, FLAG_DAMNED);
738 }
739 if (op->type == SPELL)
740 {
741 op->destroy ();
742 continue;
743 }
744 else if (op->type == SKILL)
745 {
746 SET_FLAG (op, FLAG_CAN_USE_SKILL);
747 op->stats.exp = 0;
748 op->level = 1;
749 }
750 /* lock all 'normal items by default */
751 else
752 SET_FLAG (op, FLAG_INV_LOCKED);
753 } /* for loop of objects in player inv */
754
755 /* Need to set up the skill pointers */
756 link_player_skills (pl);
757 }
758
759 void
760 get_party_password (object *op, partylist *party)
761 {
762 if (party == NULL)
763 {
764 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
765 return;
766 }
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
770 op->contr->party_to_join = party;
771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
772 }
773
774 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
775 static int
776 roll_stat (void)
777 {
778 int a[4], i, j, k;
779
780 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1;
782
783 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k)
785 k = a[i], j = i;
786
787 for (i = 0, k = 0; i < 4; i++)
788 if (i != j)
789 k += a[i];
790
791 return k;
792 }
793
794 void
795 object::roll_stats ()
796 {
797 int statsort [7];
798
799 for (;;)
800 {
801 int sum = 0;
802 for (int i = 7; i--; )
803 sum += statsort [i] = roll_stat ();
804
805 if (sum >= 82 && sum <= 116)
806 break;
807 }
808
809 // Sort the stats so that rerolling is easier...
810 std::sort (statsort, statsort + 7, std::greater<int>());
811
812 stats.Str = statsort[0];
813 stats.Dex = statsort[1];
814 stats.Con = statsort[2];
815 stats.Int = statsort[3];
816 stats.Wis = statsort[4];
817 stats.Pow = statsort[5];
818 stats.Cha = statsort[6];
819
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835 }
836
837 void
838 object::swap_stats (int a, int b)
839 {
840 int tmp = get_attr_value (&contr->orig_stats, a);
841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842 set_attr_value (&contr->orig_stats, b, tmp);
843
844 stats.Str = contr->orig_stats.Str;
845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851
852 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats
854 stats.ac = 0;
855
856 level = 1;
857 stats.exp = 0;
858 stats.ac = 0;
859
860 stats.hp = stats.maxhp;
861 stats.sp = stats.maxsp;
862 stats.grace = stats.maxgrace;
863
864 if (contr)
865 {
866 contr->levhp[1] = 9;
867 contr->levsp[1] = 6;
868 contr->levgrace[1] = 3;
869
870 contr->orig_stats = stats;
871 }
872 }
873
874 static void
875 start_info (object *op)
876 {
877 char buf[MAX_BUF];
878
879 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
880 new_draw_info (NDI_UNIQUE, 0, op, buf);
881 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
882 //new_draw_info (NDI_UNIQUE, 0, op, " ");
883 }
884
885 /* This function takes the key that is passed, and does the
886 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE,
889 * not the class.
890 */
891 int
892 key_change_class (object *op, char key)
893 {
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying);
902
903 treasurelist *tl = find_treasurelist ("starting_wealth");
904 if (tl)
905 create_treasure (tl, op, 0, 0, 0);
906
907 INVOKE_PLAYER (BIRTH, op->contr);
908 INVOKE_PLAYER (LOGIN, op->contr);
909
910 op->contr->ns->state = ST_PLAYING;
911
912 if (op->msg)
913 op->msg = NULL;
914
915 /* We create this now because some of the unique maps will need it
916 * to save here.
917 */
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
919 make_path_to_file (buf);
920
921 #ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923 #endif
924 start_info (op);
925 CLEAR_FLAG (op, FLAG_WIZ);
926 give_initial_items (op, op->randomitems);
927 link_player_skills (op);
928 esrv_send_inventory (op, op);
929 op->update_stats ();
930
931 /* This moves the player to a different start map, if there
932 * is one for this race
933 */
934 if (*first_map_ext_path)
935 {
936 object *tmp;
937 char mapname[MAX_BUF];
938
939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
940 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x;
943 EXIT_Y (tmp) = op->y;
944 op->enter_exit (tmp); /* we don't really care if it succeeded;
945 * if the map isn't there, then stay on the
946 * default initial map */
947 tmp->destroy ();
948 }
949 else
950 LOG (llevDebug, "first_map_ext_path not set\n");
951
952 return 0;
953 }
954
955 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above.
957 */
958
959 tmp_loop = 0;
960 while (!tmp_loop)
961 {
962 shstr name = op->name;
963 int x = op->x, y = op->y;
964
965 op->remove_statbonus ();
966 op->remove ();
967 op->arch = get_player_archetype (op->arch);
968 op->arch->clone.copy_to (op);
969 op->instantiate ();
970 op->stats = op->contr->orig_stats;
971 op->name = op->name_pl = name;
972 op->x = x;
973 op->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0);
976 assign (op->contr->title, op->arch->clone.name);
977 op->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 }
980
981 update_object (op, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op);
983 op->update_stats ();
984 op->stats.hp = op->stats.maxhp;
985 op->stats.sp = op->stats.maxsp;
986 op->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993 }
994
995 void
996 flee_player (object *op)
997 {
998 int dir, diff;
999 rv_vector rv;
1000
1001 if (op->stats.hp < 0)
1002 {
1003 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 return;
1006 }
1007
1008 if (op->enemy == NULL)
1009 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 /* Seen some crashes here. Since we don't store an
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 return;
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return;
1031 }
1032
1033 get_rangevector (op, op->enemy, &rv, 0);
1034
1035 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++)
1037 {
1038 int m = 1 - (RANDOM () & 2);
1039
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1041 return;
1042 }
1043
1044 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL;
1047 }
1048
1049
1050 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should
1052 * stop.
1053 */
1054 int
1055 check_pick (object *op)
1056 {
1057 object *tmp, *next;
1058 int stop = 0;
1059 int j, k, wvratio;
1060 char putstring[128], tmpstr[16];
1061
1062 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING)
1064 return 1;
1065
1066 next = op->below;
1067
1068 /* loop while there are items on the floor that are not marked as
1069 * destroyed */
1070 while (next && !next->destroyed ())
1071 {
1072 tmp = next;
1073 next = tmp->below;
1074
1075 if (op->destroyed ())
1076 return 0;
1077
1078 if (!can_pick (op, tmp))
1079 continue;
1080
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 {
1083 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp);
1085 continue;
1086 }
1087
1088 /* high not bit set? We're using the old autopickup model */
1089 if (!(op->contr->mode & PU_NEWMODE))
1090 {
1091 switch (op->contr->mode)
1092 {
1093 case 0:
1094 return 1; /* don't pick up */
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 }
1126 }
1127 else
1128 { /* old model */
1129 /* NEW pickup handling */
1130 if (op->contr->mode & PU_DEBUG)
1131 {
1132 /* some debugging code to figure out item information */
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 }
1142
1143 /* philosophy:
1144 * It's easy to grab an item type from a pile, as long as it's
1145 * generic. This takes no game-time. For more detailed pickups
1146 * and selections, select-items should be used. This is a
1147 * grab-as-you-run type mode that's really useful for arrows for
1148 * example.
1149 * The drawback: right now it has no frontend, so you need to
1150 * stick the bits you want into a calculator in hex mode and then
1151 * convert to decimal and then 'pickup <#>
1152 */
1153
1154 /* the first two modes are exclusive: if NOTHING we return, if
1155 * STOP then we stop. All the rest are applied sequentially,
1156 * meaning if any test passes, the item gets picked up. */
1157
1158 /* if mode is set to pick nothing up, return */
1159
1160 if (op->contr->mode & PU_NOTHING)
1161 return 1;
1162
1163 /* if mode is set to stop when encountering objects, return */
1164 /* take STOP before INHIBIT since it doesn't actually pick
1165 * anything up */
1166
1167 if (op->contr->mode & PU_STOP)
1168 return 0;
1169
1170 /* useful for going into stores and not losing your settings... */
1171 /* and for battles wher you don't want to get loaded down while
1172 * fighting */
1173 if (op->contr->mode & PU_INHIBIT)
1174 return 1;
1175
1176 /* prevent us from turning into auto-thieves :) */
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 continue;
1179
1180 /* ignore known cursed objects */
1181 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1182 continue;
1183
1184 /* all food and drink if desired */
1185 /* question: don't pick up known-poisonous stuff? */
1186 if (op->contr->mode & PU_FOOD)
1187 if (tmp->type == FOOD)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 if (op->contr->mode & PU_DRINK)
1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 if (op->contr->mode & PU_POTION)
1201 if (tmp->type == POTION)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* spellbooks, skillscrolls and normal books/scrolls */
1208 if (op->contr->mode & PU_SPELLBOOK)
1209 if (tmp->type == SPELLBOOK)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_SKILLSCROLL)
1216 if (tmp->type == SKILLSCROLL)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* wands/staves/rods/horns */
1230 if (op->contr->mode & PU_MAGIC_DEVICE)
1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* pick up all magical items */
1238 if (op->contr->mode & PU_MAGICAL)
1239 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_VALUABLES)
1246 {
1247 if (tmp->type == MONEY || tmp->type == GEM)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252 }
1253
1254 /* rings & amulets - talismans seems to be typed AMULET */
1255 if (op->contr->mode & PU_JEWELS)
1256 if (tmp->type == RING || tmp->type == AMULET)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* bows and arrows. Bows are good for selling! */
1271 if (op->contr->mode & PU_BOW)
1272 if (tmp->type == BOW)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_ARROW)
1279 if (tmp->type == ARROW)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* all kinds of armor etc. */
1286 if (op->contr->mode & PU_ARMOUR)
1287 if (tmp->type == ARMOUR)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_HELMET)
1294 if (tmp->type == HELMET)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_SHIELD)
1301 if (tmp->type == SHIELD)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_BOOTS)
1308 if (tmp->type == BOOTS)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_GLOVES)
1315 if (tmp->type == GLOVES)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_CLOAK)
1322 if (tmp->type == CLOAK)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 /* hoping to catch throwing daggers here */
1329 if (op->contr->mode & PU_MISSILEWEAPON)
1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON)
1338 {
1339 if (tmp->type == WEAPON && tmp->name != NULL)
1340 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347 }
1348
1349 if (tmp->type == WEAPON && tmp->name == NULL)
1350 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1352 {
1353 pick_up (op, tmp);
1354 continue;
1355 }
1356 }
1357 }
1358
1359 /* misc stuff that's useful */
1360 if (op->contr->mode & PU_KEY)
1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* any of the last 4 bits set means we use the ratio for value
1368 * pickups */
1369 if (op->contr->mode & PU_RATIO)
1370 {
1371 /* use value density to decide what else to grab */
1372 /* >=7 was >= op->contr->mode */
1373 /* >=7 is the old standard setting. Now we take the last 4 bits
1374 * and multiply them by 5, giving 0..15*5== 5..75 */
1375 wvratio = (op->contr->mode & PU_RATIO) * 5;
1376 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377 {
1378 pick_up (op, tmp);
1379 #if 0
1380 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381 if (tmp->name != NULL)
1382 {
1383 fprintf (stderr, "%s", tmp->name);
1384 }
1385 else
1386 fprintf (stderr, "%s", tmp->arch->name);
1387 fprintf (stderr, ",%d] = ", tmp->type);
1388 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389 #endif
1390 continue;
1391 }
1392 }
1393 } /* the new pickup model */
1394 }
1395
1396 return !stop;
1397 }
1398
1399 /*
1400 * Find an arrow in the inventory and after that
1401 * in the right type container (quiver). Pointer to the
1402 * found object is returned.
1403 */
1404 object *
1405 find_arrow (object *op, const char *type)
1406 {
1407 object *tmp = NULL;
1408
1409 for (op = op->inv; op; op = op->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type)
1413 return op;
1414 return tmp;
1415 }
1416
1417 /*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */
1423
1424 object *
1425 find_better_arrow (object *op, object *target, const char *type, int *better)
1426 {
1427 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i;
1429
1430 if (!type)
1431 return NULL;
1432
1433 for (arrow = op->inv; arrow; arrow = arrow->below)
1434 {
1435 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1436 {
1437 i = 0;
1438 ntmp = find_better_arrow (arrow, target, type, &i);
1439 if (i > betterby)
1440 {
1441 tmp = ntmp;
1442 betterby = i;
1443 }
1444 }
1445 else if (arrow->type == ARROW && arrow->race == type)
1446 {
1447 /* allways prefer assasination/slaying */
1448 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1449 {
1450 if (arrow->attacktype & AT_DEATH)
1451 {
1452 *better = 100;
1453 return arrow;
1454 }
1455 else
1456 {
1457 tmp = arrow;
1458 betterby = (arrow->magic + arrow->stats.dam) * 2;
1459 }
1460 }
1461 else
1462 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 {
1465 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1467 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1468 {
1469 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1471 }
1472 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 {
1475 tmp = arrow;
1476 betterby = 2 + arrow->magic + arrow->stats.dam;
1477 }
1478 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1479 {
1480 tmp = arrow;
1481 betterby = 1 + arrow->magic + arrow->stats.dam;
1482 }
1483 }
1484 }
1485 }
1486 if (tmp == NULL && arrow == NULL)
1487 return find_arrow (op, type);
1488
1489 *better = betterby;
1490 return tmp;
1491 }
1492
1493 /* looks in a given direction, finds the first valid target, and calls
1494 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter
1496 * type = bow->race
1497 * dir = fire direction
1498 */
1499
1500 object *
1501 pick_arrow_target (object *op, const char *type, int dir)
1502 {
1503 object *tmp = NULL;
1504 maptile *m;
1505 int i, mflags, found, number;
1506 sint16 x, y;
1507
1508 if (op->map == NULL)
1509 return find_arrow (op, type);
1510
1511 /* do a dex check */
1512 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1513 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1514 return find_arrow (op, type);
1515
1516 m = op->map;
1517 x = op->x;
1518 y = op->y;
1519
1520 /* find the first target */
1521 for (i = 0, found = 0; i < 20; i++)
1522 {
1523 x += freearr_x[dir];
1524 y += freearr_y[dir];
1525 mflags = get_map_flags (m, &m, x, y, &x, &y);
1526 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1527 {
1528 tmp = NULL;
1529 break;
1530 }
1531 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1532 {
1533 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1534 * perhaps a bad assumption.
1535 */
1536 tmp = NULL;
1537 break;
1538 }
1539 if (mflags & P_IS_ALIVE)
1540 {
1541 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1542 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1543 {
1544 found++;
1545 break;
1546 }
1547 if (found)
1548 break;
1549 }
1550 }
1551 if (tmp == NULL)
1552 return find_arrow (op, type);
1553
1554 if (tmp->head)
1555 tmp = tmp->head;
1556
1557 return find_better_arrow (op, tmp, type, &i);
1558 }
1559
1560 /*
1561 * Creature fires a bow - op can be monster or player. Returns
1562 * 1 if bow was actually fired, 0 otherwise.
1563 * op is the object firing the bow.
1564 * part is for multipart creatures - the part firing the bow.
1565 * dir is the direction of fire.
1566 * wc_mod is any special modifier to give (used in special player fire modes)
1567 * sx, sy are coordinates to fire arrow from - also used in some of the special
1568 * player fire modes.
1569 */
1570 int
1571 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572 {
1573 object *left, *bow;
1574 int bowspeed, mflags;
1575 maptile *m;
1576
1577 if (!dir)
1578 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 return 0;
1581 }
1582
1583 if (op->type == PLAYER)
1584 bow = op->contr->ranges[range_bow];
1585 else
1586 {
1587 for (bow = op->inv; bow; bow = bow->below)
1588 /* Don't check for applied - monsters don't apply bows - in that way, they
1589 * don't need to switch back and forth between bows and weapons.
1590 */
1591 if (bow->type == BOW)
1592 break;
1593
1594 if (!bow)
1595 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0;
1598 }
1599 }
1600
1601 if (!bow->race || !bow->skill)
1602 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604 return 0;
1605 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615
1616 if (arrow == NULL)
1617 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 {
1620 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1625 return 0;
1626 }
1627 }
1628
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 if (mflags & P_OUT_OF_MAP)
1631 return 0;
1632
1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1634 {
1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1636 return 0;
1637 }
1638
1639 /* this should not happen, but sometimes does */
1640 if (arrow->nrof == 0)
1641 {
1642 arrow->destroy ();
1643 return 0;
1644 }
1645
1646 left = arrow; /* these are arrows left to the player */
1647 arrow = get_split_ob (arrow, 1);
1648 if (!arrow)
1649 {
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1651 return 0;
1652 }
1653
1654 arrow->set_owner (op);
1655 arrow->skill = bow->skill;
1656 arrow->direction = dir;
1657
1658 if (op->type == PLAYER)
1659 {
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats ();
1662 }
1663
1664 SET_ANIMATION (arrow, arrow->direction);
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype;
1668 if (arrow->slaying != NULL)
1669 arrow->spellarg = strdup (arrow->slaying);
1670
1671 /* Note that this was different for monsters - they got their level
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676
1677 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680
1681 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1691 }
1692 else
1693 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level;
1696 }
1697
1698 if (arrow->attacktype == AT_PHYSICAL)
1699 arrow->attacktype |= bow->attacktype;
1700
1701 if (bow->slaying)
1702 arrow->slaying = bow->slaying;
1703
1704 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706
1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1708 m->insert (arrow, sx, sy, op);
1709
1710 if (!arrow->destroyed ())
1711 move_arrow (arrow);
1712
1713 if (op->type == PLAYER)
1714 {
1715 if (left->destroyed ())
1716 esrv_del_item (op->contr, left->count);
1717 else
1718 esrv_send_item (op, left);
1719 }
1720
1721 return 1;
1722 }
1723
1724 /* Special fire code for players - this takes into
1725 * account the special fire modes players can have
1726 * but monsters can't. Putting that code here
1727 * makes the fire_bow code much cleaner.
1728 * this function should only be called if 'op' is a player,
1729 * hence the function name.
1730 */
1731 int
1732 player_fire_bow (object *op, int dir)
1733 {
1734 int ret = 0, wcmod = 0;
1735
1736 if (op->contr->bowtype == bow_bestarrow)
1737 {
1738 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1739 }
1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1741 {
1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1743 wcmod = -1;
1744
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 }
1747 else if (op->contr->bowtype == bow_threewide)
1748 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1751 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1752 }
1753 else if (op->contr->bowtype == bow_spreadshot)
1754 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 }
1760 else
1761 {
1762 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 }
1765 return ret;
1766 }
1767
1768
1769 /* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable.
1771 */
1772 void
1773 fire_misc_object (object *op, int dir)
1774 {
1775 object *item;
1776
1777 if (!op->contr->ranges[range_misc])
1778 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return;
1781 }
1782
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv)
1785 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return;
1788 }
1789 if (item->type == WAND)
1790 {
1791 if (item->stats.food <= 0)
1792 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795 return;
1796 }
1797 }
1798 else if (item->type == ROD || item->type == HORN)
1799 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 return;
1808 }
1809 }
1810
1811 if (cast_spell (op, item, dir, item->inv, NULL))
1812 {
1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1814 if (item->type == WAND)
1815 {
1816 if (!(--item->stats.food))
1817 {
1818 object *tmp;
1819
1820 if (item->arch)
1821 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face;
1824 item->set_speed (0);
1825 }
1826
1827 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item);
1829 }
1830 }
1831 else if (item->type == ROD || item->type == HORN)
1832 drain_rod_charge (item);
1833 }
1834 }
1835
1836 /* Received a fire command for the player - go and do it.
1837 */
1838 void
1839 fire (object *op, int dir)
1840 {
1841 int spellcost = 0;
1842
1843 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op))
1845 make_visible (op);
1846
1847 switch (op->contr->shoottype)
1848 {
1849 case range_none:
1850 return;
1851
1852 case range_bow:
1853 player_fire_bow (op, dir);
1854 return;
1855
1856 case range_magic: /* Casting spells */
1857 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1858 return;
1859
1860 case range_misc:
1861 fire_misc_object (op, dir);
1862 return;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if (!op->chosen_skill)
1876 {
1877 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879 return;
1880 }
1881
1882 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder (op, dir);
1886 return;
1887 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return;
1890 }
1891 }
1892
1893
1894
1895 /* find_key
1896 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different.
1900 * pl is the player,
1901 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers.
1904 */
1905
1906 object *
1907 find_key (object *pl, object *container, object *door)
1908 {
1909 object *tmp, *key;
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL)
1913 return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1917 {
1918 if (door->type == DOOR && tmp->type == KEY)
1919 break;
1920 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys
1922 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break;
1925 }
1926 /* No key found - lets search inventories now */
1927 /* If we find and use a key in an inventory, return at that time.
1928 * otherwise, if we search all the inventories and still don't find
1929 * a key, return
1930 */
1931 if (!tmp)
1932 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1934 {
1935 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv)
1937 {
1938 if ((key = find_key (pl, tmp, door)) != NULL)
1939 return key;
1940 }
1941 }
1942 if (!tmp)
1943 return NULL;
1944 }
1945 /* We get down here if we have found a key. Now if its in a container,
1946 * see if we actually want to use it
1947 */
1948 if (pl != container)
1949 {
1950 /* Only let players use keys in containers */
1951 if (!pl->contr)
1952 return NULL;
1953 /* cases where this fails:
1954 * If we only search the player inventory, return now since we
1955 * are not in the players inventory.
1956 * If the container is not active, return now since only active
1957 * containers can be used.
1958 * If we only search keyrings and the container does not have
1959 * a race/isn't a keyring.
1960 * No checking for all containers - to fall through past here,
1961 * inv must have been an container and must have been active.
1962 *
1963 * Change the color so that the message doesn't disappear with
1964 * all the others.
1965 */
1966 if (pl->contr->usekeys == key_inventory ||
1967 !QUERY_FLAG (container, FLAG_APPLIED) ||
1968 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1969 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1972 return NULL;
1973 }
1974 }
1975 return tmp;
1976 }
1977
1978 /* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key
1980 * such that the caller should not do anything more,
1981 * 0 otherwise
1982 */
1983 static int
1984 player_attack_door (object *op, object *door)
1985 {
1986 /* If its a door, try to find a use a key. If we do destroy the door,
1987 * might as well return immediately as there is nothing more to do -
1988 * otherwise, we fall through to the rest of the code.
1989 */
1990 object *key = find_key (op, op, door);
1991
1992 /* IF we found a key, do some extra work */
1993 if (key)
1994 {
1995 object *container = key->env;
1996
1997 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998 if (action_makes_visible (op))
1999 make_visible (op);
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op);
2002 if (door->type == DOOR)
2003 {
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 }
2006 else if (door->type == LOCKED_DOOR)
2007 {
2008 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2009 remove_door2 (door); /* remove door without violence ;-) */
2010 }
2011 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 return 1; /* Nothing more to do below */
2017 }
2018 else if (door->type == LOCKED_DOOR)
2019 {
2020 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022 return 1;
2023 }
2024 return 0;
2025 }
2026
2027 /* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner.
2029 * When this is called, the players direction has been updated
2030 * (taking into account confusion.) The player is also actually
2031 * going to try and move (not fire weapons).
2032 */
2033 void
2034 move_player_attack (object *op, int dir)
2035 {
2036 object *tmp, *mon;
2037 sint16 nx, ny;
2038 int on_battleground;
2039 maptile *m;
2040
2041 nx = freearr_x[dir] + op->x;
2042 ny = freearr_y[dir] + op->y;
2043
2044 on_battleground = op_on_battleground (op, 0, 0);
2045
2046 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses.
2054 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if ((op->type == PLAYER)
2118 #if COZY_SERVER
2119 &&
2120 ((mon->owner && mon->owner->contr
2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2122 #else
2123 && mon->owner == op
2124 #endif
2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 {
2127 /* If we're braced, we don't want to switch places with it */
2128 if (op->contr->braced)
2129 return;
2130
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 (void) push_ob (mon, dir, op);
2133 if (op->contr->tmp_invis || op->hide)
2134 make_visible (op);
2135
2136 return;
2137 }
2138
2139 /* in certain circumstances, you shouldn't attack friendly
2140 * creatures. Note that if you are braced, you can't push
2141 * someone, but put it inside this loop so that you won't
2142 * attack them either.
2143 */
2144 if ((mon->type == PLAYER || mon->enemy != op) &&
2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2146 #ifdef PROHIBIT_PLAYERKILL
2147 (op->contr->peaceful
2148 || (mon->type == PLAYER
2149 && mon->contr->
2150 peaceful)) &&
2151 #else
2152 op->contr->peaceful &&
2153 #endif
2154 !on_battleground))
2155 {
2156 if (!op->contr->braced)
2157 {
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2159 push_ob (mon, dir, op);
2160 }
2161 else
2162 new_draw_info (0, 0, op, "You withhold your attack");
2163
2164 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op);
2166 }
2167
2168 /* If the object is a boulder or other rollable object, then
2169 * roll it if not braced. You can't roll it if you are braced.
2170 */
2171 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2172 {
2173 recursive_roll (mon, dir, op);
2174 if (action_makes_visible (op))
2175 make_visible (op);
2176 }
2177
2178 /* Any generic living creature. Including things like doors.
2179 * Way it works is like this: First, it must have some hit points
2180 * and be living. Then, it must be one of the following:
2181 * 1) Not a player, 2) A player, but of a different party. Note
2182 * that party_number -1 is no party, so attacks can still happen.
2183 */
2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2186 {
2187
2188 /* If the player hasn't hit something this tick, and does
2189 * so, give them speed boost based on weapon speed. Doing
2190 * it here is better than process_players2, which basically
2191 * incurred a 1 tick offset.
2192 */
2193 if (!op->contr->has_hit)
2194 {
2195 op->speed_left += op->speed / op->contr->weapon_sp;
2196
2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 }
2199
2200 skill_attack (mon, op, 0, 0, 0);
2201
2202 /* If attacking another player, that player gets automatic
2203 * hitback, and doesn't loose luck either.
2204 * Disable hitback on the battleground or if the target is
2205 * the wiz.
2206 */
2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208 {
2209 short luck = mon->stats.luck;
2210
2211 mon->contr->has_hit = 1;
2212 skill_attack (op, mon, 0, 0, 0);
2213 mon->stats.luck = luck;
2214 }
2215
2216 if (action_makes_visible (op))
2217 make_visible (op);
2218 }
2219 } /* if player should attack something */
2220 }
2221
2222 int
2223 move_player (object *op, int dir)
2224 {
2225 int pick;
2226
2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2228 return 0;
2229
2230 /* Sanity check: make sure dir is valid */
2231 if ((dir < 0) || (dir >= 9))
2232 {
2233 LOG (llevError, "move_player: invalid direction %d\n", dir);
2234 return 0;
2235 }
2236
2237 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2240
2241 op->facing = dir;
2242
2243 if (op->hide)
2244 do_hidden_move (op);
2245
2246 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247 /*nop */ ;
2248 else if (op->contr->fire_on)
2249 fire (op, dir);
2250 else
2251 {
2252 move_player_attack (op, dir);
2253 pick = check_pick (op);
2254 }
2255
2256 /* Add special check for newcs players and fire on - this way, the
2257 * server can handle repeat firing.
2258 */
2259 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2260 op->direction = dir;
2261 else
2262 op->direction = 0;
2263
2264 /* Update how the player looks. Use the facing, so direction may
2265 * get reset to zero. This allows for full animation capabilities
2266 * for players.
2267 */
2268 animate_object (op, op->facing);
2269 return 0;
2270 }
2271
2272 /* This is similar to handle_player, below, but is only used by the
2273 * new client/server stuff.
2274 * This is sort of special, in that the new client/server actually uses
2275 * the new speed values for commands.
2276 *
2277 * Returns true if there are more actions we can do.
2278 */
2279 int
2280 handle_newcs_player (object *op)
2281 {
2282 if (op->contr->hidden)
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 }
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 }
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED))
2303 {
2304 flee_player (op);
2305 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED))
2307 {
2308 op->speed_left--;
2309 return 0;
2310 }
2311 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320
2321 /* call this here - we also will call this in do_ericserver, but
2322 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here.
2324 */
2325 if (op->contr->ns->handle_command ())
2326 return 1;
2327
2328 if (op->speed_left > 0)
2329 {
2330 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331 {
2332 /* All move commands take 1 tick, at least for now */
2333 op->speed_left--;
2334
2335 /* Instead of all the stuff below, let move_player take care
2336 * of it. Also, some of the skill stuff is only put in
2337 * there, as well as the confusion stuff.
2338 */
2339 move_player (op, op->direction);
2340
2341 return op->speed_left > 0;
2342 }
2343 }
2344
2345 return 0;
2346 }
2347
2348 int
2349 save_life (object *op)
2350 {
2351 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2352 return 0;
2353
2354 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2356 {
2357 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2358 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359
2360 if (op->contr)
2361 esrv_del_item (op->contr, tmp->count);
2362
2363 tmp->destroy ();
2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2365
2366 if (op->stats.hp < 0)
2367 op->stats.hp = op->stats.maxhp;
2368
2369 if (op->stats.food < 0)
2370 op->stats.food = 999;
2371
2372 op->update_stats ();
2373 return 1;
2374 }
2375
2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2377 CLEAR_FLAG (op, FLAG_LIFESAVE);
2378 enter_player_savebed (op); /* bring him home. */
2379 return 0;
2380 }
2381
2382 /* This goes throws the inventory and removes unpaid objects, and puts them
2383 * back in the map (location and map determined by values of env). This
2384 * function will descend into containers. op is the object to start the search
2385 * from.
2386 */
2387 void
2388 remove_unpaid_objects (object *op, object *env)
2389 {
2390 object *next;
2391
2392 while (op)
2393 {
2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395
2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 {
2398 if (env->type == PLAYER)
2399 esrv_del_item (env->contr, op->count);
2400
2401 op->insert_at (env);
2402 }
2403 else if (op->inv)
2404 remove_unpaid_objects (op->inv, env);
2405
2406 op = next;
2407 }
2408 }
2409
2410 /*
2411 * Returns pointer a static string containing gravestone text
2412 * Moved from apply.c to player.c - player.c is what
2413 * actually uses this function. player.c may not be quite the
2414 * best, a misc file for object actions is probably better,
2415 * but there isn't one in the server directory.
2416 */
2417 char *
2418 gravestone_text (object *op)
2419 {
2420 static char buf2[MAX_BUF];
2421 char buf[MAX_BUF];
2422 time_t now = time (NULL);
2423
2424 strcpy (buf2, " R.I.P.\n\n");
2425 if (op->type == PLAYER)
2426 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2427 else
2428 sprintf (buf, "%s\n", &op->name);
2429
2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431 strcat (buf2, buf);
2432 if (op->type == PLAYER)
2433 sprintf (buf, "who was in level %d when killed\n", op->level);
2434 else
2435 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436
2437 strncat (buf2, " ", 20 - strlen (buf) / 2);
2438 strcat (buf2, buf);
2439 if (op->type == PLAYER)
2440 {
2441 sprintf (buf, "by %s.\n\n", op->contr->killer);
2442 strncat (buf2, " ", 21 - strlen (buf) / 2);
2443 strcat (buf2, buf);
2444 }
2445
2446 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2448 strcat (buf2, buf);
2449
2450 return buf2;
2451 }
2452
2453 void
2454 do_some_living (object *op)
2455 {
2456 int last_food = op->stats.food;
2457 int gen_hp, gen_sp, gen_grace;
2458 int over_hp, over_sp, over_grace;
2459 int i;
2460 int rate_hp = 1200;
2461 int rate_sp = 2500;
2462 int rate_grace = 2000;
2463 const int max_hp = 1;
2464 const int max_sp = 1;
2465 const int max_grace = 1;
2466
2467 if (op->contr->outputs_sync)
2468 {
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2471 flush_output_element (op, &op->contr->outputs[i]);
2472 }
2473
2474 if (op->contr->ns->state == ST_PLAYING)
2475 {
2476 /* these next three if clauses make it possible to SLOW DOWN
2477 hp/grace/spellpoint regeneration. */
2478 if (op->contr->gen_hp >= 0)
2479 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2480 else
2481 {
2482 gen_hp = op->stats.maxhp;
2483 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2484 }
2485
2486 if (op->contr->gen_sp >= 0)
2487 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2488 else
2489 {
2490 gen_sp = op->stats.maxsp;
2491 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2492 }
2493
2494 if (op->contr->gen_grace >= 0)
2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2496 else
2497 {
2498 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 }
2501
2502 /* Regenerate Spell Points */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2504 {
2505 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506 if (op->stats.sp < op->stats.maxsp)
2507 {
2508 op->stats.sp++;
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_sp > 1)
2521 {
2522 over_sp = (gen_sp + 10) / rate_sp;
2523 if (over_sp > 0)
2524 {
2525 if (op->stats.sp < op->stats.maxsp)
2526 {
2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2530 op->stats.sp--;
2531
2532 if (op->stats.sp > op->stats.maxsp)
2533 op->stats.sp = op->stats.maxsp;
2534 }
2535 op->last_sp = 0;
2536 }
2537 else
2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 }
2540 else
2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2542 }
2543
2544 /* Regenerate Grace */
2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2546 if (--op->last_grace < 0)
2547 {
2548 if (op->stats.grace < op->stats.maxgrace / 2)
2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2551 if (max_grace > 1)
2552 {
2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2554 if (over_grace > 0)
2555 {
2556 op->stats.sp += over_grace
2557 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2558 op->last_grace = 0;
2559 }
2560 else
2561 {
2562 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2563 }
2564 }
2565 else
2566 {
2567 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2568 }
2569 /* wearing stuff doesn't detract from grace generation. */
2570 }
2571
2572 /* Regenerate Hit Points */
2573 if (--op->last_heal < 0)
2574 {
2575 if (op->stats.hp < op->stats.maxhp)
2576 {
2577 op->stats.hp++;
2578 /* dms do not consume food */
2579 if (!QUERY_FLAG (op, FLAG_WIZ))
2580 {
2581 op->stats.food--;
2582 if (op->contr->digestion < 0)
2583 op->stats.food += op->contr->digestion;
2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2585 op->stats.food = last_food;
2586 }
2587 }
2588
2589 if (max_hp > 1)
2590 {
2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2592 if (over_hp > 0)
2593 {
2594 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2595 op->last_heal = 0;
2596 }
2597 else
2598 {
2599 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2600 }
2601 }
2602 else
2603 {
2604 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2605 }
2606 }
2607
2608 /* Digestion */
2609 if (--op->last_eat < 0)
2610 {
2611 #ifdef COZY_SERVER
2612 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2613 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614 #else
2615 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2616 #endif
2617
2618 if (op->contr->gen_hp > 0)
2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2620 else
2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622
2623 /* dms do not consume food */
2624 if (!QUERY_FLAG (op, FLAG_WIZ))
2625 op->stats.food--;
2626 }
2627
2628 if (op->stats.food < 0 && op->stats.hp >= 0)
2629 {
2630 object *tmp, *flesh = 0;
2631
2632 for (tmp = op->inv; tmp; tmp = tmp->below)
2633 {
2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2635 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637 {
2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2639 manual_apply (op, tmp, 0);
2640 if (op->stats.food >= 0 || op->stats.hp < 0)
2641 break;
2642 }
2643 else if (tmp->type == FLESH)
2644 flesh = tmp;
2645 } /* End if paid for object */
2646 } /* end of for loop */
2647
2648 /* If player is still starving, it means they don't have any food, so
2649 * eat flesh instead.
2650 */
2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2652 {
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654 manual_apply (op, flesh, 0);
2655 }
2656 }
2657
2658 while (op->stats.food < 0 && op->stats.hp >= 0)
2659 op->stats.food++, op->stats.hp--;
2660
2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2662 kill_player (op);
2663 }
2664 }
2665
2666 /* If the player should die (lack of hp, food, etc), we call this.
2667 * op is the player in jeopardy. If the player can not be saved (not
2668 * permadeath, no lifesave), this will take care of removing the player
2669 * file.
2670 */
2671 void
2672 kill_player (object *op)
2673 {
2674 char buf[MAX_BUF];
2675 int x, y;
2676
2677 //int i;
2678 maptile *map; /* this is for resurrection */
2679
2680 /* int z;
2681 int num_stats_lose;
2682 int lost_a_stat;
2683 int lose_this_stat;
2684 int this_stat; */
2685 int will_kill_again;
2686 archetype *at;
2687 object *tmp;
2688
2689 if (save_life (op))
2690 return;
2691
2692
2693 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2694 * in cities ONLY!!! It is very important that this doesn't get abused.
2695 * Look at op_on_battleground() for more info --AndreasV
2696 */
2697 if (op_on_battleground (op, &x, &y))
2698 {
2699 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2701
2702 /* restore player */
2703 at = archetype::find ("poisoning");
2704 if (object *tmp = present_arch_in_ob (at, op))
2705 {
2706 tmp->destroy ();
2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2708 }
2709
2710 at = archetype::find ("confusion");
2711 if (object *tmp = present_arch_in_ob (at, op))
2712 {
2713 tmp->destroy ();
2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2715 }
2716
2717 cure_disease (op, 0); /* remove any disease */
2718 op->stats.hp = op->stats.maxhp;
2719 if (op->stats.food <= 0)
2720 op->stats.food = 999;
2721
2722 /* create a bodypart-trophy to make the winner happy */
2723 if (object *tmp = arch_to_object (archetype::find ("finger")))
2724 {
2725 sprintf (buf, "%s's finger", &op->name);
2726 tmp->name = buf;
2727 sprintf (buf, " This finger has been cut off %s\n"
2728 " the %s, when he was defeated at\n level %d by %s.\n",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2730 tmp->msg = buf;
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2732 tmp->materialname = NULL;
2733 tmp->insert_at (op, tmp);
2734 }
2735
2736 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL);
2738 op->contr->braced = 0;
2739 return;
2740 }
2741
2742 INVOKE_PLAYER (DEATH, op->contr);
2743
2744 command_kill_pets (op, 0);
2745
2746 if (op->stats.food < 0)
2747 {
2748 sprintf (buf, "%s starved to death.", &op->name);
2749 strcpy (op->contr->killer, "starvation");
2750 }
2751 else
2752 sprintf (buf, "%s died.", &op->name);
2753
2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2755
2756 /* save the map location for corpse, gravestone */
2757 x = op->x;
2758 y = op->y;
2759 map = op->map;
2760
2761 /* NOT_PERMADEATH code. This basically brings the character back to
2762 * life if they are dead - it takes some exp and a random stat.
2763 * See the config.h file for a little more in depth detail about this.
2764 */
2765
2766 /* Basically two ways to go - remove a stat permanently, or just
2767 * make it depletion. This bunch of code deals with that aspect
2768 * of death.
2769 */
2770 #ifndef COZY_SERVER
2771 if (settings.balanced_stat_loss)
2772 {
2773 /* If stat loss is permanent, lose one stat only. */
2774 /* Lower level chars don't lose as many stats because they suffer
2775 more if they do. */
2776 /* Higher level characters can afford things such as potions of
2777 restoration, or better, stat potions. So we slug them that
2778 little bit harder. */
2779 /* GD */
2780 if (settings.stat_loss_on_death)
2781 num_stats_lose = 1;
2782 else
2783 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784 }
2785 else
2786 num_stats_lose = 1;
2787
2788 lost_a_stat = 0;
2789
2790 for (z = 0; z < num_stats_lose; z++)
2791 {
2792 i = RANDOM () % NUM_STATS;
2793
2794 if (settings.stat_loss_on_death)
2795 {
2796 /* Pick a random stat and take a point off it. Tell the player
2797 * what he lost.
2798 */
2799 change_attr_value (&(op->stats), i, -1);
2800 check_stat_bounds (&(op->stats));
2801 change_attr_value (&(op->contr->orig_stats), i, -1);
2802 check_stat_bounds (&(op->contr->orig_stats));
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 lost_a_stat = 1;
2805 }
2806 else
2807 {
2808 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion");
2810 object *dep;
2811
2812 dep = present_arch_in_ob (deparch, op);
2813 if (!dep)
2814 {
2815 dep = arch_to_object (deparch);
2816 insert_ob_in_ob (dep, op);
2817 }
2818 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss)
2820 {
2821 /* GD */
2822 /* Get the stat that we're about to deplete. */
2823 this_stat = get_attr_value (&(dep->stats), i);
2824 if (this_stat < 0)
2825 {
2826 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2827 int keep_chance = this_stat * this_stat;
2828
2829 /* Yes, I am paranoid. Sue me. */
2830 if (keep_chance < 1)
2831 keep_chance = 1;
2832
2833 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2835 {
2836 lose_this_stat = 0;
2837 /* Take loss chance vs keep chance to see if we
2838 retain the stat. */
2839 }
2840 else
2841 {
2842 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2843 lose_this_stat = 0;
2844 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845 this_stat, keep_chance, loss_chance,
2846 lose_this_stat?"LOSE":"KEEP"); */
2847 }
2848 }
2849 }
2850
2851 if (lose_this_stat)
2852 {
2853 this_stat = get_attr_value (&(dep->stats), i);
2854 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a
2858 * difference.
2859 */
2860 if (this_stat >= -50)
2861 {
2862 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats ();
2866 lost_a_stat = 1;
2867 }
2868 }
2869 }
2870 }
2871 /* If no stat lost, tell the player. */
2872 if (!lost_a_stat)
2873 {
2874 /* determine_god() seems to not work sometimes... why is this?
2875 Should I be using something else? GD */
2876 const char *god = determine_god (op);
2877
2878 if (god && (strcmp (god, "none")))
2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2880 else
2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2882 }
2883 #else
2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2885 #endif
2886
2887 /* Put a gravestone up where the character 'almost' died. List the
2888 * exp loss on the stone.
2889 */
2890 tmp = arch_to_object (archetype::find ("gravestone"));
2891 sprintf (buf, "%s's gravestone", &op->name);
2892 tmp->name = buf;
2893 sprintf (buf, "%s's gravestones", &op->name);
2894 tmp->name_pl = buf;
2895 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2896 tmp->msg = buf;
2897 tmp->x = op->x, tmp->y = op->y;
2898 insert_ob_in_map (tmp, op->map, NULL, 0);
2899
2900 /**************************************/
2901 /* */
2902 /* Subtract the experience points, */
2903 /* if we died cause of food, give us */
2904 /* food, and reset HP's... */
2905 /* */
2906 /**************************************/
2907
2908 /* remove any poisoning and confusion the character may be suffering. */
2909 /* restore player */
2910 at = archetype::find ("poisoning");
2911 tmp = present_arch_in_ob (at, op);
2912
2913 if (tmp)
2914 {
2915 tmp->destroy ();
2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2917 }
2918
2919 at = archetype::find ("confusion");
2920 tmp = present_arch_in_ob (at, op);
2921 if (tmp)
2922 {
2923 tmp->destroy ();
2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2925 }
2926
2927 cure_disease (op, 0); /* remove any disease */
2928
2929 /*add_exp(op, (op->stats.exp * -0.20)); */
2930 apply_death_exp_penalty (op);
2931 if (op->stats.food < 100)
2932 op->stats.food = 900;
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936
2937 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * the player has any unpaid items. If so, remove them and put them back
2940 * in the map.
2941 */
2942
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op);
2945
2946 /****************************************/
2947 /* */
2948 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */
2950 /* */
2951 /****************************************/
2952
2953 enter_player_savebed (op);
2954
2955 op->contr->braced = 0;
2956
2957 /* it is possible that the player has blown something up
2958 * at his savebed location, and that can have long lasting
2959 * spell effects. So first see if there is a spell effect
2960 * on the space that might harm the player.
2961 */
2962 will_kill_again = 0;
2963 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2964 if (tmp->type == SPELL_EFFECT)
2965 will_kill_again |= tmp->attacktype;
2966
2967 if (will_kill_again)
2968 {
2969 object *force;
2970 int at;
2971
2972 force = get_archetype (FORCE_NAME);
2973 /* 50 ticks should be enough time for the spell to abate */
2974 force->speed = 0.1;
2975 force->speed_left = -5.0;
2976 SET_FLAG (force, FLAG_APPLIED);
2977 for (at = 0; at < NROFATTACKS; at++)
2978 if (will_kill_again & (1 << at))
2979 force->resist[at] = 100;
2980
2981 insert_ob_in_ob (force, op);
2982 op->update_stats ();
2983
2984 }
2985
2986 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2987 }
2988
2989 void
2990 loot_object (object *op)
2991 { /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next;
2993
2994 if (op->container)
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996
2997 for (tmp = op->inv; tmp; tmp = next)
2998 {
2999 next = tmp->below;
3000
3001 if (tmp->invisible)
3002 continue;
3003
3004 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y;
3006 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */
3008 loot_object (tmp);
3009 }
3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3011 {
3012 if (tmp->nrof > 1)
3013 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3015 tmp2->destroy ();
3016 insert_ob_in_map (tmp, op->map, NULL, 0);
3017 }
3018 else
3019 tmp->destroy ();
3020 }
3021 else
3022 insert_ob_in_map (tmp, op->map, NULL, 0);
3023 }
3024 }
3025
3026 /*
3027 * fix_weight(): Check recursively the weight of all players, and fix
3028 * what needs to be fixed. Refresh windows and fix speed if anything
3029 * was changed.
3030 */
3031
3032 void
3033 fix_weight (void)
3034 {
3035 for_all_players (pl)
3036 {
3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3038
3039 if (old == sum)
3040 continue;
3041 pl->ob->update_stats ();
3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 }
3044 }
3045
3046 void
3047 fix_luck (void)
3048 {
3049 for_all_players (pl)
3050 if (!pl->ob->contr->ns->state)
3051 pl->ob->change_luck (0);
3052 }
3053
3054 /* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object.
3057 */
3058 void
3059 cast_dust (object *op, object *throw_ob, int dir)
3060 {
3061 object *skop, *spob;
3062
3063 skop = find_skill_by_name (op, throw_ob->skill);
3064
3065 /* casting POTION 'dusts' is really a use_magic_item skill */
3066 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3067 {
3068 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3069 return;
3070 }
3071
3072 spob = throw_ob->inv;
3073
3074 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3075 // not pass NULL to cast_spell (which did indeed check itself, but
3076 // errors should be reported as early as possible IMHO)
3077 if (!spob)
3078 {
3079 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3080 return;
3081 }
3082
3083 if (op->type == PLAYER)
3084 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3085
3086 cast_spell (op, throw_ob, dir, spob, NULL);
3087
3088 throw_ob->destroy ();
3089 }
3090
3091 void
3092 make_visible (object *op)
3093 {
3094 op->hide = 0;
3095 op->invisible = 0;
3096 if (op->type == PLAYER)
3097 {
3098 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0;
3100 }
3101 update_object (op, UP_OBJ_FACE);
3102 }
3103
3104 int
3105 is_true_undead (object *op)
3106 {
3107 object *tmp = NULL;
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3110 return 1;
3111
3112 return 0;
3113 }
3114
3115 /* look at the surrounding terrain to determine
3116 * the hideability of this object. Positive levels
3117 * indicate greater hideability.
3118 */
3119
3120 int
3121 hideability (object *ob)
3122 {
3123 int i, level = 0, mflag;
3124 sint16 x, y;
3125
3126 if (!ob || !ob->map)
3127 return 0;
3128
3129 /* so, on normal lighted maps, its hard to hide */
3130 level = ob->map->darkness - 2;
3131
3132 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */
3135 if (has_carried_lights (ob))
3136 level = -(10 + (2 * ob->map->darkness));
3137
3138 /* scan through all nearby squares for terrain to hide in */
3139 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3140 {
3141 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3142 if (mflag & P_OUT_OF_MAP)
3143 {
3144 continue;
3145 }
3146 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2;
3148 else /* open terrain! */
3149 level -= 1;
3150 }
3151
3152 #if 0
3153 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154 #endif
3155 return level;
3156 }
3157
3158 /* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */
3163
3164 void
3165 do_hidden_move (object *op)
3166 {
3167 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3168 object *skop;
3169
3170 if (!op || !op->map)
3171 return;
3172
3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3174
3175 /* its *extremely* hard to run and sneak/hide at the same time! */
3176 if (op->type == PLAYER && op->contr->run_on)
3177 if (!skop || num >= skop->level)
3178 {
3179 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3180 make_visible (op);
3181 return;
3182 }
3183 else
3184 num += 20;
3185
3186 num += op->map->difficulty;
3187 hide = hideability (op); /* modify by terrain hidden level */
3188 num -= hide;
3189
3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3191 {
3192 make_visible (op);
3193 if (op->type == PLAYER)
3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3195 }
3196 else if (op->type == PLAYER && skop)
3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3198 }
3199
3200 /* determine if who is standing near a hostile creature. */
3201
3202 int
3203 stand_near_hostile (object *who)
3204 {
3205 object *tmp = NULL;
3206 int i, friendly = 0, player = 0, mflags;
3207 maptile *m;
3208 sint16 x, y;
3209
3210 if (!who)
3211 return 0;
3212
3213 if (who->type == PLAYER)
3214 player = 1;
3215
3216 else
3217 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3218
3219 /* search adjacent squares */
3220 for (i = 1; i < 9; i++)
3221 {
3222 x = who->x + freearr_x[i];
3223 y = who->y + freearr_y[i];
3224 m = who->map;
3225 mflags = get_map_flags (m, &m, x, y, &x, &y);
3226 /* space must be blocked if there is a monster. If not
3227 * blocked, don't need to check this space.
3228 */
3229 if (mflags & P_OUT_OF_MAP)
3230 continue;
3231 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3232 continue;
3233
3234 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3235 {
3236 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3237 return 1;
3238 else if (tmp->type == PLAYER)
3239 {
3240 /*don't let a hidden DM prevent you from hiding */
3241 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3242 return 1;
3243 }
3244 }
3245 }
3246 return 0;
3247 }
3248
3249 /* check the player los field for viewability of the
3250 * object op. This function works fine for monsters,
3251 * but we dont worry if the object isnt the top one in
3252 * a pile (say a coin under a table would return "viewable"
3253 * by this routine). Another question, should we be
3254 * concerned with the direction the player is looking
3255 * in? Realistically, most of use cant see stuff behind
3256 * our backs...on the other hand, does the "facing" direction
3257 * imply the way your head, or body is facing? Its possible
3258 * for them to differ. Sigh, this fctn could get a bit more complex.
3259 * -b.t.
3260 * This function is now map tiling safe.
3261 */
3262
3263 int
3264 player_can_view (object *pl, object *op)
3265 {
3266 rv_vector rv;
3267 int dx, dy;
3268
3269 if (pl->type != PLAYER)
3270 {
3271 LOG (llevError, "player_can_view() called for non-player object\n");
3272 return -1;
3273 }
3274
3275 if (!pl || !op)
3276 return 0;
3277
3278 op = op->head_ ();
3279
3280 get_rangevector (pl, op, &rv, 0x1);
3281
3282 /* starting with the 'head' part, lets loop
3283 * through the object and find if it has any
3284 * part that is in the los array but isnt on
3285 * a blocked los square.
3286 * we use the archetype to figure out offsets.
3287 */
3288 while (op)
3289 {
3290 dx = rv.distance_x + op->arch->clone.x;
3291 dy = rv.distance_y + op->arch->clone.y;
3292
3293 /* only the viewable area the player sees is updated by LOS
3294 * code, so we need to restrict ourselves to that range of values
3295 * for any meaningful values.
3296 */
3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3300 return 1;
3301 op = op->more;
3302 }
3303 return 0;
3304 }
3305
3306 /* routine for both players and monsters. We call this when
3307 * there is a possibility for our action distrubing our hiding
3308 * place or invisiblity spell. Artefact invisiblity is not
3309 * effected by this. If we arent invisible to begin with, we
3310 * return 0.
3311 */
3312 int
3313 action_makes_visible (object *op)
3314 {
3315
3316 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3317 {
3318 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3319 return 0;
3320
3321 if (op->contr && op->contr->tmp_invis == 0)
3322 return 0;
3323
3324 /* If monsters, they should become visible */
3325 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3326 {
3327 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3328 return 1;
3329 }
3330 }
3331 return 0;
3332 }
3333
3334 /* op_on_battleground - checks if the given object op (usually
3335 * a player) is standing on a valid battleground-tile,
3336 * function returns TRUE/FALSE. If true x, y returns the battleground
3337 * -exit-coord. (and if x, y not NULL)
3338 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3339 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3340 * Default is to do the same as before, so only people wanting to have different points need worry about this
3341 */
3342 int
3343 op_on_battleground (object *op, int *x, int *y)
3344 {
3345 object *tmp;
3346
3347 /* A battleground-tile needs the following attributes to be valid:
3348 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3349 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3350 * and the exit-coordinates sp/hp must both be > 0.
3351 * => The intention here is to prevent abuse of the battleground-
3352 * feature (like pickable or hidden battleground tiles). */
3353 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3354 {
3355 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3356 {
3357 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3358 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3359 {
3360 /*before we assign the exit, check if this is a teambattle */
3361 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3362 {
3363 object *invtmp;
3364
3365 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3366 {
3367 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3368 {
3369 if (x != NULL && y != NULL)
3370 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3371 return 1;
3372 }
3373 }
3374 }
3375 if (x != NULL && y != NULL)
3376 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3377 return 1;
3378 }
3379 }
3380 }
3381 /* If we got here, did not find a battleground */
3382 return 0;
3383 }
3384
3385 /*
3386 * When a dragon-player gains a new stage of evolution,
3387 * he gets some treasure
3388 *
3389 * attributes:
3390 * object *who the dragon player
3391 * int atnr the attack-number of the ability focus
3392 * int level ability level
3393 */
3394 void
3395 dragon_ability_gain (object *who, int atnr, int level)
3396 {
3397 treasurelist *trlist = NULL; /* treasurelist */
3398 treasure *tr; /* treasure */
3399 object *tmp, *skop; /* tmp. object */
3400 object *item; /* treasure object */
3401 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0;
3403
3404 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire");
3407 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold");
3409 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec");
3411 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison");
3413
3414 if (trlist == NULL || who->type != PLAYER)
3415 return;
3416
3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3418
3419 if (!tr || !tr->item)
3420 {
3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3422 return;
3423 }
3424
3425 /* everything seems okay - now bring on the gift: */
3426 item = &(tr->item->clone);
3427
3428 if (item->type == SPELL)
3429 {
3430 if (check_spell_known (who, item->name))
3431 return;
3432
3433 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3434 do_learn_spell (who, item, 0);
3435 return;
3436 }
3437
3438 /* grant direct spell */
3439 if (item->type == SPELLBOOK)
3440 {
3441 if (!item->inv)
3442 {
3443 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3444 return;
3445 }
3446 if (check_spell_known (who, item->inv->name))
3447 return;
3448 if (item->invisible)
3449 {
3450 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3451 do_learn_spell (who, item->inv, 0);
3452 return;
3453 }
3454 }
3455 else if (item->type == SKILL_TOOL && item->invisible)
3456 {
3457 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3458 {
3459
3460 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3461 * in this way, if the player is missing any of the attacktypes, he gets
3462 * them. As it is now, if the player has any that match the granted skill,
3463 * but not all of them, he gets nothing.
3464 */
3465 if (!(skop->attacktype & item->attacktype))
3466 {
3467 /* Give new attacktype */
3468 skop->attacktype |= item->attacktype;
3469
3470 /* always add physical if there's none */
3471 skop->attacktype |= AT_PHYSICAL;
3472
3473 if (item->msg != NULL)
3474 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3475
3476 /* Give player new face */
3477 if (item->animation_id)
3478 {
3479 who->face = skop->face;
3480 who->animation_id = item->animation_id;
3481 who->anim_speed = item->anim_speed;
3482 who->last_anim = 0;
3483 who->state = 0;
3484 animate_object (who, who->direction);
3485 }
3486 }
3487 }
3488 }
3489 else if (item->type == FORCE)
3490 {
3491 /* forces in the treasurelist can alter the player's stats */
3492 object *skin;
3493
3494 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3497 ;
3498
3499 if (!skin)
3500 return;
3501
3502 /* adding new spellpath attunements */
3503 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3504 {
3505 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3506
3507 /* print message */
3508 sprintf (buf, "You feel attuned to ");
3509 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3510 {
3511 if (item->path_attuned & (1 << i))
3512 {
3513 if (j)
3514 strcat (buf, " and ");
3515 else
3516 j = 1;
3517 strcat (buf, spellpathnames[i]);
3518 }
3519 }
3520 strcat (buf, ".");
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3522 }
3523
3524 /* evtl. adding flags: */
3525 if (QUERY_FLAG (item, FLAG_XRAYS))
3526 SET_FLAG (skin, FLAG_XRAYS);
3527 if (QUERY_FLAG (item, FLAG_STEALTH))
3528 SET_FLAG (skin, FLAG_STEALTH);
3529 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3530 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3531
3532 /* print message if there is one */
3533 if (item->msg != NULL)
3534 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3535 }
3536 else
3537 {
3538 /* generate misc. treasure */
3539 tmp = arch_to_object (tr->item);
3540 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3541 tmp = insert_ob_in_ob (tmp, who);
3542 if (who->type == PLAYER)
3543 esrv_send_item (who, tmp);
3544 }
3545 }
3546
3547 /**
3548 * Unready an object for a player. This function does nothing if the object was
3549 * not readied.
3550 */
3551 void
3552 player_unready_range_ob (player *pl, object *ob)
3553 {
3554 rangetype i;
3555
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557 {
3558 if (pl->ranges[i] == ob)
3559 {
3560 pl->ranges[i] = NULL;
3561 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none;
3564 }
3565 }
3566 }
3567 }